Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 18, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Designing for empathy, with Papo & Yo dev Minority Media Exclusive 2
by Kris Graft [04.17.14]
For Vander Caballero, designer at Papo & Yo developer Minority Media, his style of games may need a label in order order to thrive.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Let there be shadow: Programming vertex shaders in Unity 3
by Gamasutra Community [04.17.14]
Want your own vertex/fragment shader shadows in Unity? "Luckily, Unity provides you the means to get this working! The catch? Documentation on this is lacking or even non-existent."
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

IGDA announces latest appointments for board of directors  
by Staff [04.17.14]
The International Game Developers Association, a non-profit group for video game developers, has elected board members for 2014-2015.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

NEA awards grants to Games for Change and other game-related nonprofits  
by Alex Wawro [04.16.14]
A number of game industry organizations will be receiving financial grants from the National Endowment for the Arts this spring, including Games for Change and a number of educational programs.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Blog: Organizing yourself when overwhelmed 1
by Gamasutra Community [04.16.14]
"I'm not writing this to give you a fail-safe solution. I don't even have a solution. I'm just going to argue a bit how first trying to organize yourself can help your efficiency through the day."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC Europe

Visualizing dynamic player behavior flow  
by Gamasutra Community [04.15.14]
"Games can generate massive amounts of behavioral telemetry data... In this post we focus on in-game behavioral telemetry (gameplay telemetry) and one specific machine learning approach: clustering."
Business/Marketing, Design, Console/PC, Social/Online

6 tips to make your backlog lean 2
by Gamasutra Community [04.15.14]
"A large backlog is a problem. A fat backlog will impede innovation and cause a frustration. Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas?"
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Understanding the successful relaunch of Final Fantasy XIV  
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 90
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online


Credit Cards and Geolocation  
by Ulyana Chernyak Xsolla [04.17.14]
How can Credit Cards aid in Geolocation and Gaming: from standard techniques such as discovering a userís IP address to more sophisticated methods such as identifying bank location, telephone area code, email address.
Business/Marketing, Social/Online

How to prepare isometric assets for your games  
by Junxue Li [04.17.14]
This article is about the planning and art production of isometric assets.It starts from the project definition and planning, covers tips in 3D render setup and 2D post production.
Design, Production, Art, Console/PC, Social/Online, Smartphone/Tablet

Winning at DevOps: Increase Revenue by Protecting the Player Experience  
by Dave Ewart [04.16.14]
When you think about the big levers of revenue and profitability in online games, DevOps isn't the first to come to mind. But done right, an investment in DevOps function can actually deliver more to the bottom line than the best marketing campaign.
Business/Marketing, Programming, Production, Social/Online, Smartphone/Tablet

Let there be shadow! 3
by Joey Fladderak [04.16.14]
In this post I will explain how you can get shadows in your own custom vertex/fragment shader in Unity3D.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Power of encouragement  
by Anton Temba [04.16.14]
Find out about the most influential tool a game designer wields: The Power of Encouragement. Detailed explanation of what it is, how to use it, as well as a look the at potential risks and opportunities involved with using this power.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online


Penny Publications, LLC — Norwalk, Connecticut, United States
[04.18.14]
Game Designer


Owlient — Paris, France
[04.18.14]
English speaking Community Manager m/f


WB Games — San Francisco, California, United States
[04.17.14]
Lead Engineer


Crytek — Shanghai, China
[04.17.14]
Mobile Programmer
Game programmer (Mobile)

2K — Novato, California, United States
[04.16.14]
Web Producer


Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Front-end Web Developer
Create performance-optimized, highly interactive web interfaces.

Linden Lab — San Francisco, California, United States
[04.16.14]
Sr. Software Engineer, Back-end
Be the go-to person for the Python backend of our iOS app, Blocksworld!

Linden Lab — San Francisco, California, United States
[04.16.14]
Lead Engineer
Lead Engineer needed to lead a group of Engineers working on our iOS game, Blocksworld!

Turbine Inc. — Needham, Massachusetts, United States
[04.16.14]
VP, Operations
Turbine is looking for a VP of Operations to lead our operations team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Lead Animator, In-Game Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of in-game animated films. The in-game pipeline uses assets from the game team and the final renders are made using the game team's rendering engine. The in-game animation team works at a fast pace and is responsible for a large portion of story driven content. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person should will have top-notch animation skills and be is able to translate the director√ʬĬôs vision into actionable feedback for the team.